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# Date Author Comment
6637d0f2 03/01/2017 12:06 PM Leszek Koltunski

Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.

2f7afccf 02/28/2017 04:22 PM Leszek Koltunski

Fix Crawl transparency in StarWars.

ee82510e 02/27/2017 11:58 PM Leszek Koltunski

Small improvements for StarWars, but the main issue - non-working transparency of the Crawl - not solved.

af662543 02/27/2017 11:06 PM Leszek Koltunski

Fixes for z-fighting.

fc695380 02/23/2017 11:41 PM Leszek Koltunski

Make it possible to render each DistortedNode with adjustable OpeGL state (writeing to Color, Depth,Stencil buffers, DEPTH, STENCIL, BLENDING on.off, etc)

3c44dcc7 02/21/2017 11:03 PM Leszek Koltunski

The only operation which is now enabled 'statically' in render() is blending.

71759555 02/21/2017 10:10 PM Leszek Koltunski

1) stop culling back face
2) reset OpenGL state beore each render (and not in onCreate)
3) Improve Matrix3D so that we can test negative Scales

6eb5eec2 02/16/2017 04:30 PM Leszek Koltunski

A Lot of fixes for the issues uncovered by Olimpic.

Still at least 1 known issue: sometimes, when we re-add a Surface, some garbage pops up on the screen for a brief split second. Visible in Olimpic.

db581fd8 02/15/2017 10:51 PM Leszek Koltunski

a few lame fixes for the issues uncovered by Olimpic but it is still wrong

44771819 02/15/2017 04:23 PM Leszek Koltunski

Further improve Olimpic. This seems to expose some Node bugs.

6ab5da9a 02/15/2017 03:32 PM Leszek Koltunski

Improve Olimpic.

722c6ed3 02/15/2017 02:37 PM Leszek Koltunski

Improve Olimpic.

2878c554 02/14/2017 10:36 PM Leszek Koltunski

- workaround for the issue with flashing in StarWars
- return number of objects rendered from OutputSurface.render() and use this in Olympic
- rework tree isomorphism so that it now works even if we don't render the whole tree (and also we don't have to reset() the Tree anymore!)...

f8634085 02/14/2017 09:12 PM Leszek Koltunski

Fix issue with Blur / Multiblur apps

d2aee6cc 02/14/2017 04:51 PM Leszek Koltunski

1. Make it possible to enable/disable DEPTH test when rendering to a Screen
2. Using this, remove the 'Root' Node from StarWars.

76f2d645 02/14/2017 03:28 PM Leszek Koltunski

A lot of different fixes.

A lot of issues still there:

1) if we only render part of the tree, tree isomorphism will sometimes not work correctly
2) when we change Effects that are inside Trees mid-render, even if we detach() the affected parts of the Tree first, for the last frame the new Effects will be used...

3f5b2cb3 02/13/2017 12:02 AM Leszek Koltunski

New, cleaner way to create/destroy DistortedSurfaces.

Serious regression in StarWars (crashes!). Looks like the Node's internal FBO is being deleted and not re-created in time.

aac5c562 02/11/2017 11:07 PM Leszek Koltunski

Minor.

98c04ab8 02/11/2017 11:02 PM Leszek Koltunski

Fix the Effects3D regression.

f338550a 02/10/2017 11:01 PM Leszek Koltunski

Some progress with fixing the efects3D regression. Not done yet.

fe59d375 02/10/2017 04:11 PM Leszek Koltunski

Change the the render() API!

THis introduces some regressions with the Effects3D app.

8744aa41 02/10/2017 01:26 PM Leszek Koltunski

Preparation for change of the render API.

a828e18e 02/10/2017 11:20 AM Leszek Koltunski

Minor

d218d64e 02/10/2017 01:15 AM Leszek Koltunski

Major: change of API.

Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.

772dee14 02/08/2017 06:09 PM Leszek Koltunski

Introduce Renderable to the Tree.

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